Artificer
Base Class: Artificer

For centuries chroniclers have sought the best way to store vast amounts of information. Where most are satisfied with scrolls, Archivists strove for something greater. They have learned to store libraries worth of information in a single object, awakening the first Artificial Minds. Working in tandem with these wondrous Minds, Archivists wield the potentially limitless power of these arcane intelligences.
How will you use your ability to create artificial intelligence?

Tools of the Trade

When you become an Archivist Specialist at 3rd level, you gain proficiency with calligrapher's supplies. If you are already proficient in calligrapher's supplies you instead gain proficiency with another type of artisan's tools of your choice.

Artificial Mind

Beginning at 3rd level, you learn to awaken Artificial Minds within objects. At the end of a long rest, you can touch a Tiny, non-magical object, and use your calligrapher's supplies to awaken an Artificial Mind within it. While the Artificial Mind is awakened within an object, it is considered a magic item that requires attunement, and it can be used as a spellcasting focus for your artificer spells. If you attempt to rouse a second Artificial Mind while you already have one from this feature, the first Artificial Mind ceases to exist. While attuned to your Artificial Mind, you gain the following abilities:

Information Overload. You can cause your Artificial Mind to overload the mind's of your foes by channeling information at them. As an action, you can force a creature that you can see within 30 feet to make an Intelligence saving throw. On a failed save, it takes 1d8 psychic damage and disadvantage on the next attack roll it makes before the start of your next turn.

The damage of Information Overload increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Magical Telephony. You can communicate telepathically with any creature carrying one of your infused items within a 1-mile radius. The creature can respond telepathically.

Skill Proficiencies. You gain proficiency in two skills of your choice from the column on the Artificial Mind table. The material of the object determines the skills you choose from, as the object's nature affects the mind's knowledge.

Material Examples Skill Proficiencies
Animal parchment,
leather, bone
Animal Handling, Insight
Perception, Survival
Mineral gems, glass,
metal, stone
Deception, Intimidation
Performance, Persuasion
Plant paper, wood,
vegetable
Arcana, History
Nature, Religion

Archivist Spells

Artificer Level Spell
3rd comprehend languages, dissonant whispers
5th detect thoughts, mind spike
9th hypnotic pattern, tongues
13th locate creature, phantasmal killer
17th modify memory, synaptic static

Acute Overload

Starting at 5th level, you can expend a spell slot to increase the psychic damage of Information Overload. The damage increases by 2d8 for a 1st-level spell slot, and an additional 1d8 for each spell level higher than 1st-level.

Also, when you deal psychic damage using your Artificial Mind as a spellcasting focus, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum of +1).

Improved Consciousness

The cognitive abilities of your Artificial Mind are powerful enough to aid your spellcasting. Starting at 9th level, when you are forced to make a Constitution saving throw to maintain concentration on a spell, you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1).

Master Archivist

You are a master of Archivist artifice. Starting at 15th level, you can an action on your to transform into pure information and teleport to an unoccupied space that you can see within 60 feet, or an unoccupied space within 5 feet of a creature or object bearing one of your artificer Infusions.

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